It's too early. Will be released in ~ 2 hours.
[EMAIL PROTECTED] schrieb:
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Is there No steam update news today or is it still too early???
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To
DougV posted info on the delay in the Steam forums,
http://forums.steampowered.com/forums/showthread.php?s=postid=3480086#post3480086
They found a bug during testing yesterday and missed the window to
release to update. Maybe today...maybe not...I'm going to close this
thread for now but I'll
The steam version isn't broken... it's an encrypted preload.
And when I take a look at the status page I think the server files are
coming in a few minutes.
Rafael Lopez wrote:
lmao 3 hours and no server files. And the steam version of the server
is broken as well (gameinfo.txt). SO.no
Did Valve announce any multiplayer games for Xbox(360), yet? I can't
remember one.
But to be honest, I don't think console gamers would enjoy playing a
shooter against PC gamers with mice and keyboards.
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Sebastian 'Koraktor' Staudt
www.hlportal.de
As always with propietary software, it would be really nice to have some
interfaces opened for other developers.
Not only some for Friends, but also something to use for creating web
applications based on the Community or something like that.
XML feeds for game stats and so on would be great for
going
to see those features.
Thomas Morton
++ No problem should ever have to be solved twice ++
2008/11/6 Sebastian Staudt [EMAIL PROTECTED]
I highly doubt there will be no possibility to have private servers or
favorite servers.
The matchmaking system is most likely not a system
I highly doubt there will be no possibility to have private servers or
favorite servers.
The matchmaking system is most likely not a system completely different from
the server browser. Although it may look like at first sight. There will
still be clients, servers and master servers. Valve won't
It's not a big deal. But as the XML interface is in progress this is
another change that should be made by Valve to make the whole XML thing more
useful and straightforward.
2008/11/24 Ronny Schedel [EMAIL PROTECTED]
Sorry, but it's not a big deal to handle the redirected page. You just
There's no need to redirect at all. The data accessed by
/profiles/STEAMID64 and /id/CUSTOMURL is the same and therefore - I hope
for Valve's web programmers - handled by the same controller. There's no
need to redirect. Valve only uses this to convert the numeric IDs to
human-readable strings.
This also works for users: http://steamcommunity.com/id/Koraktor/rss
The description says it should contain events and blotter entries (the
latter one would be nice), but there are only events right now.
2009/1/31 Cc2iscooL cc2isc...@gmail.com
I just noticed this today while browsing the Steam
There are several other packets not listed on the developer wiki.
Like the name suggests A2C_PRINT can be send from *A*ll (master, server,
clients) to *C*lients, so servers should not be affected by this. Weird.
On Mon, May 4, 2009 at 12:18 AM, 1nsane 1nsane...@gmail.com wrote:
I believe it was
Hi.
I'm the developer of the query library Steam Condenser (
http://koraktor.github.com/steam-condenser) and recently I got a bug report
about weird data received from CZ servers.
I did some research and found out that all servers (GoldSrc and Source)
using the new S2A_INFO2 format (see
seen 0x01 be anything other than
zeros.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sebastian Staudt
Sent: Saturday, April 03, 2010 1:20 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Did S2A_INFO2 packet
What's the right format for the SteamID?
64 bit for sure, but how is it encoded? Two longs (32bit) concatenated or
what?
My best guess so far is SteamID = long1 | long2 32.
2010/4/3 Sebastian Staudt korak...@gmail.com
Ok, seems like a first hint in the right direction. Thanks.
2010/4/3
that helps :M
On Sun, Apr 4, 2010 at 5:48 PM, Sebastian Staudt korak...@gmail.com
wrote:
What's the right format for the SteamID?
64 bit for sure, but how is it encoded? Two longs (32bit) concatenated or
what?
My best guess so far is SteamID = long1 | long2 32.
2010/4/3 Sebastian
7, 2010 at 10:38 AM, Sebastian Staudt korak...@gmail.com
wrote:
Anyone figured out what 0x01 in EDF stands for?
I just found a GoldSrc server (69.130.74.130:27015) replying with 0x40
0x01
0x46 0x00 (+ 6 * 0x00).
If you parse this as short you get 320 and 70. So the first can't
Thanks for finally starting to have real APIs.
Funny thing I just started to integrate TF2 item support into Steam
Condenser (http://koraktor.github.com/steam-condenser) yesterday.
Best regards.
2010/7/2 k e mfnt...@gmail.com
anyone else crashing at map change?
On Thu, Jul 1, 2010 at 10:21
am eager to fix the compatibility issues.
Steam Condenser is able to query master, Source and GoldSrc servers. You can
also get information from the Steam Community and a future version will
include WebAPI support.
Best regards,
Sebastian Staudt
2010/10/22 David A. Parker dpar...@utica.edu
Hi.
Since the query improvement updates I've got several bug reports for Steam
Condenser saying that ping requests (using A2A_PING) don't work any more. I
tested and can confirm this.
Is this behavior intended or will it be fixed soon?
Best regards,
Sebastian
Thanks for your info.
PS: As far as I know, only the Orange Box games have got the query update.
2011/2/7 David Parker dpar...@utica.edu
I e-mailed Alfred about this a few days ago and he said that it's gone for
good. However, only my TF2 and CS:S servers have been affected so far.
A2A_PING
The Wiki page is not outdated. I have three working implementations (Ruby, Java
and PHP) for my Steam Condenser project (http://koraktor.de/steam-condenser)
based on the VDC docs.
There are some tripwires though, especially when it comes to long server
responses.
There's also a fork of Steam
, Sebastian Staudt wrote:
The Wiki page is not outdated. I have three working implementations
(Ruby, Java and PHP) for my Steam Condenser project (
http://koraktor.de/steam-condenser) based on the VDC docs.
There are some tripwires though, especially when it comes to long server
responses
From users of my RCON library I know that setting rcon_password in the
server.cfg is sub-optimal. After a map change the server.cfg is reloaded and
will – although the password is not changed – reset any RCON connections.
Source uses TCP (and persistent connections) for RCON. It seems like
Hi,
there are three (maybe related) problems with Source's RCON protocol
implementation that make it very hard to handle authentication problems.
As some of you might know, I'm the developer of the Steam Condenser library
which has a RCON implementation. In the last weeks I got multiple bug
The second problem was an error handling the CLOSE_WAIT/FIN_WAIT_2 state in my
(and other's code), so I guess that's totally fine.
Am Samstag, 3. November 2012 um 22:22 schrieb Sebastian Staudt:
Hi,
there are three (maybe related) problems with Source's RCON protocol
implementation
Thanks. Seems like the bug tracker really payed off for you during the last
weeks.
Is there any chance we might get another repository for Web API and similar
community features.
I know that's not your area, but maybe there's now a common approach at
Valve to open up bug reporting.
I'm sure the
Maybe parsing the version information from the `status` output via RCON is
more reliable.
2013/3/11 Jesse Molina je...@opendreams.net
On this subject, is there any way to determine the local version of the
installed srcds server? I find the steam.inf files are unreliable and only
TF2 has
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